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[RELEASE] Gunboat!

:D Greetings, Skeleton Bob!

Nice screen shots, and work there!! :b:

I am working on several all new ships for PotC, and
Yes, I have to agree with DS here, that it would be nice to know how to work with those elusive "walk.c" files? I also have not been able solve this problem; it's certainly amazing that you got it to work somehow??

It would be a nice piece of the puzzle to have as I am nearing completion of 2 of my ships the "USS Santee" and the "USS Monitor"; and it would be great to see the crew walking the decks of these great ships! 8)

Santee1a.jpg


Santee5.jpg


Mon10.jpg
 
OMG an Ironclad :b:

Not exactly the most piratey of ships as it must go very slowly with a turn rate worse then MOW, but it looks like fun.

I guess that we will eventually get lots of new ships to plunder with :D
 
Outrageous! Can't wait to find out how this is done, looking forward to the tutorial!

Excellent work, Skeleton Bob! :mrgreen: :b::
 
Skeleton Bob,

Of cource we can cooperate :b: The more the marrier right? And since we are of Kindred field of moding here!

However, I think that the walk.c fils will require Programmer/Scripter knowledge to solve in combination to Graphics knowledge. Maybe Nathan or Mehrunes will take some interest in that regard?
 
<!--`QuoteBegin-Suraknar`+--><div class='quotetop'>QUOTE(Suraknar)</div><div class='quotemain'><!--QuoteEBegin-->Yep, will be fun no? :)

CM making the USS Monitor, and me be making the CSS Virginia 8)[/quote]

CSS Viagra ? :b:

:)

:D
 
From a quick persual the walk file looks pretty simple, but excruciatingly time consuming especially without whatever tools Akella used to generate them.

There are 3 different areas, a list of vertices that define the points that the crew will walk to. A list of types that, I would assume, determine what animations get played (i.e. "walk here", "climb here" etc. type 6 appears to be climbing). And finally a set of lines created by connecting 2 vertices that form the crewmans path.

The vertex list is stored in an array where 3 seperate indices are used to store the x, y, and z values (where 'y' is up) of the vertex in meters.

The lines appear to be stored as 2 `8-bit` numbers which are vertex indices (which means there's a limit of 256 verts) combined into one 16 bit number. The first vert is multiplied by 256 to place it in the significant byte. There are 2 graph entries for each walk type.

Now, what have you tried, and where didn't it work?
 
I'd suggest that you could take an existing path.gm (one that matches your model best) with the corresponding walk.c file and then shape the path.gm to your needs, not deleting any vertices.

That's what I did.
I used the tartane2 path.gm and the tartane2 walk.c.
Then I scaled the path.gm and moved vertices around to match the "floor" of my gunboat.

Of course the tartane_path.gm is relatively simple in comparison to that of a Battleship... :b:



Skelly Bob
 
Hello Mehrunes :b:

I have to be honest here, I am a bit lost and I will try to understand this Bit conversion.

I can understand the vertices forming lines between two points that the Low Poly Models use, I understand the Types of animations to use.

I don't understand how to produce such an array in order to make the file.

We have tools from Akella, as far as Export Plugins, they are linked in this Forum too for download.

When I export the ship I get some information output that I am copy pasting here bellow, and that is it. I know not if this information which is bassically coordinates within maya is used to establish those files, but I guess worst yet is If it is used then How?

Code:
LOCATOR ADDED TO HIERARCHY: mast2

1.000000, 0.000000, 0.000000, 0.000000, 

0.000000, 1.000000, 0.000000, 0.000000, 

0.000000, 0.000000, 1.000000, 0.000000, 

0.000000, 0.211015, 0.101813, 1.000000, 

name: mast2



LOCATOR ADDED TO HIERARCHY: path

1.000000, 0.000000, 0.000000, 0.000000, 

0.000000, 1.000000, 0.000000, 0.000000, 

0.000000, 0.000000, 1.000000, 0.000000, 

0.000000, 0.000000, 0.000000, 1.000000, 

name: path



LOCATOR ADDED TO HIERARCHY: locator1

1.000000, 0.000000, 0.000000, 0.000000, 

0.000000, 1.000000, 0.000000, 0.000000, 

0.000000, 0.000000, 1.000000, 0.000000, 

0.000000, 0.000000, -4.894943, 1.000000, 

name: locator1



LOCATOR ADDED TO HIERARCHY: locator2

1.000000, 0.000000, 0.000000, 0.000000, 

0.000000, 1.000000, 0.000000, 0.000000, 

0.000000, 0.000000, 1.000000, 0.000000, 

0.000000, -0.297692, -1.281448, 1.000000, 

name: locator2



LOCATOR ADDED TO HIERARCHY: locator3

1.000000, 0.000000, 0.000000, 0.000000, 

0.000000, 1.000000, 0.000000, 0.000000, 

0.000000, 0.000000, 1.000000, 0.000000, 

0.746497, -0.309450, 1.561601, 1.000000, 

name: locator3



LOCATOR ADDED TO HIERARCHY: locator4

1.000000, 0.000000, 0.000000, 0.000000, 

0.000000, 1.000000, 0.000000, 0.000000, 

0.000000, 0.000000, 1.000000, 0.000000, 

0.000000, 0.000000, 4.778747, 1.000000, 

name: locator4



LOCATOR ADDED TO HIERARCHY: _1

1.000000, 0.000000, 0.000000, 0.000000, 

0.000000, 1.000000, 0.000000, 0.000000, 

0.000000, 0.000000, 1.000000, 0.000000, 

0.000000, 2.178611, 7.685112, 1.000000, 

name: _1



LOCATOR ADDED TO HIERARCHY: ropee2

1.000000, 0.000000, 0.000000, 0.000000, 

0.000000, 1.000000, 0.000000, 0.000000, 

0.000000, 0.000000, 1.000000, 0.000000, 

-1.458169, 1.314741, -3.324853, 1.000000, 

name: ropee2



LOCATOR ADDED TO HIERARCHY: ropee3

1.000000, 0.000000, 0.000000, 0.000000, 

0.000000, 1.000000, 0.000000, 0.000000, 

0.000000, 0.000000, 1.000000, 0.000000, 

1.352183, 1.483291, 3.209994, 1.000000, 

name: ropee3



LOCATOR ADDED TO HIERARCHY: ropee7

1.000000, 0.000000, 0.000000, 0.000000, 

0.000000, 1.000000, 0.000000, 0.000000, 

0.000000, 0.000000, 1.000000, 0.000000, 

1.526476, 1.311659, 0.420922, 1.000000, 

name: ropee7



LOCATOR ADDED TO HIERARCHY: ropee8

1.000000, 0.000000, 0.000000, 0.000000, 

0.000000, 1.000000, 0.000000, 0.000000, 

0.000000, 0.000000, 1.000000, 0.000000, 

1.480713, 1.284122, -1.767186, 1.000000, 

name: ropee8



LOCATOR ADDED TO HIERARCHY: ropee9

1.000000, 0.000000, 0.000000, 0.000000, 

0.000000, 1.000000, 0.000000, 0.000000, 

0.000000, 0.000000, 1.000000, 0.000000, 

-1.472673, 1.308631, -1.704621, 1.000000, 

name: ropee9



LOCATOR ADDED TO HIERARCHY: ropee10

1.000000, 0.000000, 0.000000, 0.000000, 

0.000000, 1.000000, 0.000000, 0.000000, 

0.000000, 0.000000, 1.000000, 0.000000, 

-1.514530, 1.314715, 0.352384, 1.000000, 

name: ropee10



LOCATOR ADDED TO HIERARCHY: camera

1.000000, 0.000000, 0.000000, 0.000000, 

0.000000, 1.000000, 0.000000, 0.000000, 

0.000000, 0.000000, 1.000000, 0.000000, 

0.000000, 2.376463, -3.459954, 1.000000, 

name: camera



Additionally I get this information in yet another file:

Code:
H:/AW/PotC Projects/Ships/SD2GeoExport/Gunboat.gm

locators: 14

objects: 2, textures: 2, materials: 2

triangles: 410, vertices: 372

`2-sided` triangles: 0

-----------------------------------

bbox_size: 3.289990,3.734581,15.383723, radius: 7.826347

-----------------------------------

traverses/vertex: 10.571545, max depth: 20

trg: 410, nodes: 984, depth: 24, byte/trg: 61, time: 0









H:/AW/PotC Projects/Ships/SD2GeoExport/Gunboat_mast2.gm

locators: 6

objects: 1, textures: 1, materials: 1

triangles: 18, vertices: 22

`2-sided` triangles: 0

-----------------------------------

bbox_size: 0.522734,9.208210,1.117998, radius: 4.625647

-----------------------------------

traverses/vertex: 3.648148, max depth: 20

trg: 18, nodes: 16, depth: 7, byte/trg: 22, time: 0









H:/AW/PotC Projects/Ships/SD2GeoExport/Gunboat_rey_a2.gm

locators: 5

objects: 1, textures: 1, materials: 1

triangles: 26, vertices: 40

`2-sided` triangles: 0

-----------------------------------

bbox_size: 6.545994,10.611835,8.898468, radius: 7.542357

-----------------------------------

traverses/vertex: 4.512821, max depth: 20

trg: 26, nodes: 13, depth: 10, byte/trg: 23, time: 0









H:/AW/PotC Projects/Ships/SD2GeoExport/Gunboat_path.gm

locators: 0

objects: 1, textures: 1, materials: 1

triangles: 15, vertices: 15

`2-sided` triangles: 0

-----------------------------------

bbox_size: 1.919914,0.233384,8.637726, radius: 4.387617

-----------------------------------

traverses/vertex: 4.377778, max depth: 20

trg: 15, nodes: 17, depth: 7, byte/trg: 27, time: 0
 
<!--`QuoteBegin-Suraknar`+--><div class='quotetop'>QUOTE(Suraknar)</div><div class='quotemain'><!--QuoteEBegin-->I don't understand how to produce such an array in order to make the file.[/code][/quote]

By hand. Presumably Akella has some sort of tool available to allow them to build a path in a modelling tool and export it as a walk file. The path model that gets exported looks like the deck of the ship by itself, possible to give them a point of reference to build the walk files. Without any tools, you have to make up some vertices and pair them up and enter it into the file by hand.
 
Well, Mehrunes,

believe it or not, you did give me some indications here that have opened possible paths to explore in that regard :b:

Thank you much mate! :D

*goes back to the drawing and testing board*
 
<!--`QuoteBegin-Clutch_Marauder`+--><div class='quotetop'>QUOTE(Clutch_Marauder)</div><div class='quotemain'><!--QuoteEBegin-->It would be a nice piece of the puzzle to have as I am nearing completion of 2 of my ships the "USS Santee" and the "USS Monitor"; and it would be great to see the crew walking the decks of these great ships!   :D  

Mon10.jpg
[/quote]

uh... :b:: I wouldn't expect to SEE crew walking about on the decks of the Monitor, or the Virginia, at least during combat...

On another note, I'm purely eager for those two, and for the Santee as well. For normal POTC'ing, if I had the Santee, I'd stay with her the whole game!
 
Ahoy thar, Skeleton Bob! Fred Bob be a welcomin' ye tew dis here fair forum! As a charter member o' Brotherhood of Bob's (BoB), ye be hereby invited tew join out exclusive fellership fer all Bob's! :b:

Nice ship werk ye be doin' thar, matey! Very original an' creative, much like a ship's boat used fer cuttin' out expotitions! :D
 
I'm in admiration with all your effort!

But, for the kind of "all steel" ships, it is not a bit too... mid 19th century for POTC?
 
<!--`QuoteBegin-Sailor_Al`+--><div class='quotetop'>QUOTE(Sailor_Al)</div><div class='quotemain'><!--QuoteEBegin-->
uh...  :b::   I wouldn't expect to SEE crew walking about on the decks of the Monitor, or the Virginia, at least during combat...

On another note, I'm purely eager for those two, and for the Santee as well.  For normal POTC'ing, if I had the Santee, I'd stay with her the whole game![/quote]

For the Monitor and Virginia, It is for the Inside Sailor Al :D

The Santee and Sabine, would be released simultaneously since they are sister ships Historically.

All four ships are of the 19th Century, by the time the Ironclads came to play Ships like the Santee and Sabine were known to incorporate Steam Engines aswell, althought they are being Modeled as per their prior states.

Normally the Snatee and Sabine would look the same, but instead of making them same models we decided to make the Sabine a variation with earlyer characteristics and 4 Bow Chassers rather than two reducing 2 Aft cannons, and add some earlyer years design features, which account for the difference in the Bow Section.

CM has is doing excelently with replicating the Santee as it was, and with Skeleton Bob here, I think new ships will start poping up for all of us to enjoy quite soon.

Looking forward for your tutorial too Skeleton Bob 8)
 
Ok, I've uploaded the gunboat, you can get it

HERE

These are only the meshes (*.gm) !!
They are named to replace the tartane2

So the easiest way to test it, is to:

backup the files in the ../RESOURCE/MODELS/Ships/Tartane2 directory
extract the archive into this directory, replaceing the original files
and edit the ../RESOURCE/PROGRAM/Ships/Ships_init.c file
search for "Tartane2" and edit following lines to:

Code:
refShip.Cannon    = CANNON_TYPE_CANNON_LBS12;

refShip.MaxCaliber   = 12;

refShip.CannonsQuantity = 5;


I AM NO CODER, SO IF ANY SKILLED CODER COULD WRITE THE PROPER CODE FOR IT AND MAKE AN INSTALLER (MOD PATCHER), I'D BE VERY GRATEFUL!

And if you encounter any bugs of the model then let me know.



Skelly Bob
 
With the Iron Clads, will there be an option to not include them in the game? Perhaps a selectable mod?
 
Yes jmv of cource there will be an option not to include them, not everyone likes to play the Game in that advanced age, and if our SD experience toght us something about player's tastes, it certaintly did teach us to try and offer as much as possible choices in the Installer, because there are vast variations of personal tastes out there.

Imposing nothing here.

However, that being said, it would be best to wait for when these are ready for release to talk about them more thoughly, as I see it this is Skeleton Bob's thread and celebrating his breakthrough should be the focus even if we seem to have exchanged much else here.

Once again congratulations Skeleton Bob, nice work indeed! :b::
 
As I said before, they are very coool!!! And the way to be able to put them in game or not is another great feature! So, waiting to see them finished !

:b:
 
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